welp....now I have turned sticky keys pop up off as well XD no idea why I haven't tried to do that sooner myself lol!
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love the art style! I think this kind of gameplay would benefit a lot from having some more narrow corridor areas, maybe some simple castle ruins to bottleneck the player. Then you can spring traps on them >:) Also shift key for attack always activates the sticky keys prompt on windows, which gets super annoying when you are wrist deep in EYEBALL HEAD SOLDIER JUICE. Love the concept though, the power ups are satisfying to get. Would love to see more get build onto this!
HMMMMM, assuming what I've seen weren't just pre built assets......great stuff! controls feels quick and responsive, ui is clean and clear. Lots of potential, I would say ease up difficulty on your start zone, let the player get their hands on a sword easier at least (unless I'm just dumb and couldn't find one) start zone in general felt a little slapped together and very maze like (no so much in a good way...) Would love to see some of this get polished it. Good luck!
Hi, yes a better tutorial is needed to make sure players get the gist of it. It's a simple premise, any area that seams suspicious/curious, press F to check if there is a sprite hiding there. It could be a circle of rocks, an oddly colored spot on the ground, maybe a slightly unique stone that stands out from the rest of the area. Kind of an Easter egg hunt, just check any spot that looks curious. I hope that helps, good luck!
Forgot to respond to you! Someone else had this issue and it turned out they had a controller plugged in. Controller will make the player move, so make sure there is no controller or anything else like that plugged in.
This was super cool! I typically use WASD controls so I would have played a bit longer if I had that option, but the graphics were clean and simple yet pleasing, controls felt smooth. A great start to a project. I see you haven't updated in a while, I hope you are working on something cool!
graphics, sound and overall aesthetic reminded me of playing batman for the game boy, excellent job on that feel! The game was a little difficult for me nowadays though, but only because I've become L A Z Y lol. Good stuff!
Man, really intriguing setting and concepts! I feel like I struggled with feeling like controls were clunky, where as I feel like that was intentional to a degree it was a little too much for me to want to keep going for too long. I think with elbow grease and effort the project could be refined and smoothed out to a really awesome experience, keep it up!
Seems fun, I didn't get too far because using keyboard B settings in Brave browser it keeps opening bookmark tab -_-
might consider switching attack and jump to more neutral keys like L & K or something. Looks good besides that!
Already shows more promise than recent sonic games XD
The controls are real slippery which does make control very difficult. I had most my luck controlling the character with the mouse instead of turning with A/D, maybe add an option to increase mouse sensitivity so players can turn quicker just by using the mouse. Also maybe instead of A/D turning character, it makes them lean left/right, so it's not such an aggressive turn.
Graphics are killer, lots of polish put into visuals, it looks really good!
Hi, sorry for late reply, this has been a common issue that I have not been able to recreate, have you tried the downloadable version? I'm guessing the issue should not persist in that version.
Hey nice guide, I think you missed the extra wiggly reeds and the bubbling spots in the water. (though I think a lot of people might have missed those...) The glowing Beetili spot in the forest is indeed an "advanced game mechanic" and not a glitch XD I thought it was a cool feeling to go there and be like " but wait I could swear I saw something..." and then check the area and find her anyhow.
Thanks so much for the comment!! I really apricate input like this. Yes the art is always a work in progress, I think I know what you mean about the back, pop kapow. all too often I see better artists work and I'm like "man I wish I could draw like that" But I am always working on improve, and am just posting the sexiest stuff I am capable of.
Yes I plan to dial back some of the censoring for the future, maybe just doing some kind of bonus content for patrons but letting others access the full main content. Thanks again, I love constructive comments like this!
Hi, unfortunately yes there are 2 scenes that are censored and will stay that way in the demos. I probably wont censor in this way in the future since it was not received very well lol, I think it feels a little too much like a cock-block kind of thing. The demo still has 5 other scenes to view non censored.
Hey I forgot to say thank you for mentioning all those bugs, it is nearly impossible to catch every little thing so posts like yours are extremely helpful! You are helping the game be as good as it can be! Thank you!!
Wow you are a champ, thank you so much!!
So I always liked the idea of "Pokemon but with sexy lewd monster girls" and I tried making the "Monster girl venture" game, where there are areas of grass and the monster girls pop up, then you play a guitar hero type minigame. I ultimately scrapped it because the core game had framerate type issues which is no good for "hit the button at a precise moment. "
So I figured a simpler core gameplay loop and one that has less potential for error was "Look for unique spots and there is a lewd Sprite hiding there!" This idea was more so inspired by Zelda, link to the past specifically.
In that game there were bombable walls that were always obviously marked, it was supposed to be a secret but once you know what the mark was all mystery was lost. In the original Zelda game you had to bomb all the walls randomly to find secrets, and I always thought "why cant we get an in-between for these, so its not a shot in the dark completely but it's not smh so obvious, you might lose a couple bombs but it would feel totally worth it" So I was excited to build around that concept.
It is a challenge to come up with new hiding spots that are just exactly hard enough to find. Especially when the full game version is supposed to climb in difficulty but the demos may be played by people who have never played it before.
Anhow that's pretty much it. thanks again for pledging!! (I guess it's called pledging on Patreon) it really does help me feel like I'm getting closer to just making cool games for people full time. Cheers!!
So if you talk to Alma at the end of the tutorial she will say "looks like you pretty much found em all" or something if you have indeed found them all. The empty slot in index is something I'll adjust in a future update. I just have been adding rows of 5 at a time so it incidentally landed with one empty slot this time around.
Can climp up the rock near pyramid noted, thanks! I should put secret sprite up there XD
Thanks for playing!
Thanks for the detailed response! Yes I'm planning to put the sparkles on the highlighted stones as well, I was a little too hacky building them earlier on in development so It will take just a little extra work to get it in, but they certainly will get it at some point!
Render distance will probably need a sweeping check through the whole game, it's a bit lower on the priority list at the moment but will probably all get cleaned up at some point in the finale build.
I really only restricted projectile fire because otherwise it would be too easy to spam the balloons and nearly eliminate any kind of challenge. I liked rapid firing and piling them up myself, but I think it was a necessary move XD Thanks again for the comment!!
The Florinas (Flower Girls) Actually have 2 scenes, so you gotta find more of them! (They hang out around yellow flowers >_>)
And the rock girls (the Chockis) have 1 scene, they tend to hide in rocky areas and around reddish rocks.
Sorry to hear that! Unfortunately the only downloadable version right now is inside Patreon, trying to save up every penny to spend on voice acting and music for the game farther down the line. Also as new chapters come out hopefully I can get some quality options available for a smoother browser experience.
Thanks so much for this!! I cant express how valuable this input is, When I sit down and work on the same game project it really blurs my perception of what the game actually is like, so input like this is so crucial to the game developing into a better/more real experience.
Lol I love that the player looks like a caveman, I thought his hair looked a bit like dreads, I was trying to just go for messy hair, might do some alterations on that.
I certainly want to develop a save system, probably a bit later once there is a new section. I am currently working on some polish, working on various UI elements and general tidying up.
Also I should mention in the description that there is an inventory, hit I to bring it up. Totally forgot about it! It has items, just need to show players level there. I want to add shops where you can spend GP on goop and pharamone too.
Again, thanks for the feedback! drop any ideas/critiques you have here any time you want!